2019Unpublished venueRequires access

“Hidden Goals”: a Game Teaching Conflict Resolution

Toshiko Kikkawa, Junkichi Sugiura

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Abstract

Here, we introduce our game “Hidden Goals” developed to teach various players conflict resolution. The paper is in three parts. First, the theoretical background of the game is introduced. The game is based principally on the theory of tacit bargaining (Schelling, 1960). Second, learning objectives are introduced in terms of game development. The game is based on the popular Japanese game “Shihi-narabe”, which is a variant of the traditional Chinese game “Fan Tan” that features 52 playing cards. Third, the results of a case study are described to show readers (in general) how to play the game (we continue to accumulate data and will expand the applications of the game). The implications and limitations of the game are also discussed.

About this research paper

What this paper is about

Here, we introduce our game “Hidden Goals” developed to teach various players conflict resolution. The paper is in three parts. First, the theoretical background of the game is introduced. The game is based principally on the theory of tacit bargaining (Schelling, 1960). Second, learning objectives are introduced in terms of game development. The game is based on the popular Japanese game “Shihi-narabe”, which is a variant of the traditional Chinese game “Fan Tan” that features 52 playing cards. Third, the results of a case study are described to show readers (in general) how to play the game (we continue to accumulate data and will expand the applications of the game). The implications and limitations of the game are also discussed.

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Available abstract

Here, we introduce our game “Hidden Goals” developed to teach various players conflict resolution. The paper is in three parts. First, the theoretical background of the game is introduced. The game is based principally on the theory of tacit bargaining (Schelling, 1960). Second, learning objectives are introduced in terms of game development. The game is based on the popular Japanese game “Shihi-narabe”, which is a variant of the traditional Chinese game “Fan Tan” that features 52 playing cards. Third, the results of a case study are described to show readers (in general) how to play the game (we continue to accumulate data and will expand the applications of the game). The implications and limitations of the game are also discussed.

Key concepts: Game design, Win-win game, Non-cooperative game, Metagaming, Screening game, Video game design, Computer science, Game art design

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